Ludonauta
Creator of
Recent community posts
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The game is amazing, congratulations! It's a mix of Mega Man with Sonic that just feels perfect.
I mapped the game design to my Gameplay Library, take a look:
Click the image or here to access
I suggested two features that could help improving the overall gameplay, namely:
🔴Time Charged Attack to add an extra layer of decision making in the combat system
🔵Life-Based Retry to add weight to players' shortcomings.
Great job, Arrietty! Just added the game to my wishlist.
It took me a bit to figure some stuff (I got confused by the tutorial, the actual gameplay is more straight forward). I know the BIG "FORWARD TIME" button is BIG for a reason, but it took me some experimentation to understand that we MUST forward time.
IMO some metaprogression and optoinal content layering could increase the overall replayability and keep players engaged for longer.
In case you want to turn it into a commercial game, check it out the Gameplay Map I made!
➡️Click the GIF or here to access the Gameplay Map
Good potential and nice execution!
Hi, Pegasus! Thank you for attending the live! I'm planning on working a little bit on the prototype and posting here on itch. Stay tuned!
Gameplay Library owners now have access to the Ludonauts Inventory (with all asset packs).
You can also access it directly through the Gameplay Library page. Click the "Download" button and then pick the "Ludonauts Inventory".
Alright, Pegasus. So from what I can tell we are going to really stretch out the Patterned Enemy Routine, right? I just added the 🔴Enemy Wave Sequencing to the Gameplay Library too. I think these are the main game design patterns we will work with. The live is scheduled alright! Looking forward to that~
Hey pretty 👀
Great to see another alchemy enthusiast around! lol
Had you played Potion Craft? I'd highly recommend you to do to get some inspirations on how far you can stretch this cool concept.
One gameplay suggestion: the game seems to be mix of 🔵Strategy and 🔴Action since you have to manage the potions to execute the recipe while running against the clock.
The Action dimension could get some attention. The animations hurt a lot the reaction time preventing fast paced brewing which is the core friction in the game.
I'd suggest letting players pour the potion themselves. You could use the mouse's position on the bottle as rotation point and let the potion pour after a given angle, let's say >60°.
Let me know if we have a source code to play with. I'd be more than glad to implement this tweak with your permission. 

This is the third iteration of our Weekly Loadout program. As our continued effort to help you design and build your dream game, we are offering weekly asset packs that you can use to build and improve your gameplay. This week, you can mix the following assets to create the shoot'em gameplay signature:
| 🔴Input-Aligned Movement | 🔵Depletable Health Pool |
| 🔴Facing-Locked Shooting | 🔵Destruction/Defeat Score Reward |
| 🔴Patterned Enemy Routine | 🟢Non-Linear Level Progression |
| 🔴Environment Hazards |
This loadout was inspired by Protocorgi gameplay.
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To understand how to use the Input Aligned Movement to make a Shoot'em Up, take a look at this video, where I show the multiple applications of this movement system:
Skip to 39:10 to watch how to use this movement system for shoot'em ups
To grab your Weekly Loadout use the link below. Only owners of the Ludonauts Gameplay Library can access the Weekly Loadout.
Don't forget to share your creations here on the community! That said, thank you for your support. Ludonaut tapping out!
— Henrique Campos
The Gameplay Library is a database. You can browse the game design systems and use it to design your games.
It offers insights on what is the system, when you should use it, where it can implement it, games that featured this system, and genres built on top of this system.
We are populating the database with tutorials and playable demos so people can get a feel about the gameplay systems.
Take a look at the Mega Man X2 gameplay map to get a feel of what we are making:
Click to access the Mega Man X2 Gameplay Map
In my videos, I also present the Gameplay Library, I think is wroth taking a look too:
What about the terror/NSFW/LGBTQIA+ slop? I'm very tired of always having those on front page.
Way more annoying than AI slop.
There are several games that deal with these topics in elegant enjoyable way. But it's discrepant the amount of slop on these topics. People who just want to bait queer people and don't care about providing any meaningful message with their stuff.
Slop is slop. AI isn't an exception. I bet you won't be willing to say "ohh we should ban games if they have more than 20% of naked characters sprites" or if "more than 20% of gameplay is jumpscares" or "if more than 50% of the characters are LGBTQIA+".
Let users curate that. Hopefully the "reverse filter" will help us with that.
itch.io staff could also add a "User Tags" feature so we can add tags on top of creators' tags so we can avoid mischievous tagging (like games clearly made with AI but tagged otherwise).
Hi, ludonauts
Today I was working in the 🔵Defeat/Destroy Score Reward, which in my opinion is the perhaps the most important gameplay element in our tool belt, and the demo felt like an actual game!

I think I can mix that with a 🔵Dependency-Based Upgrades and the 🟢Randomized Reward Draft this could become a cool arcade game. I was playing Rocket Rats this weekend, so I think that's where the inspiration came from.
Well, I'd have to use the Decoupled Aim instead of the Faced-Locked Shooting for better gameplay in the Action dimension, but overall it feels nice.
By the time you read this post, I might have already published the web playable demo, so give it a try:
Ludonaut tapping out!
— Henrique Campos

This is the second iteration of our Weekly Loadout program. As our continued effort to help you design and build your dream game, we are offering weekly asset packs that you can use to build and improve your gameplay. This week, you can mix the following assets to create the platformer gameplay signature:
To grab your Weekly Loadout use the link below. Only owners of the Ludonauts Gameplay Library can access the Weekly Loadout.
Don't forget to share your creations here on the community! That said, thank you for your support. Ludonaut tapping out!
— Henrique Campos
Hello, I'd just like to suggest the support for sorting devlogs and posts by "Status", "Name", "Publication date", "Views", "Likes", and "Comments".
This would help a look in understanding what are the types of content that my audience enjoys the most. We already have something similar in the "Project totals" section of the Analytics tab in the Dashboard. So, I imagine this wouldn't be too much of a trouble?
Hello, ludonauts!
Yesterday, I've published a new asset pack to illustrate the 🔴Patterned Enemy Routine, you can check it out using the embedded widget below:
As I was designing the enemy using my Enemy Design System, I just realized: wait, this could be an amazing use case to help people get the best out of the Gameplay Library. So I decided to share it with y'all as an YouTube video. Check it out:
The 🔴Patterned Enemy Routine tutorial is baking already, so stay tunned.
That said, thank you for your support. Ludonaut tapping out!
— Henrique Campos
Hi, I am curious to know what are you guys playing this week.
This week I am playing Flinthook by Tribute Games. It has been on my backlog for quite a while and I wonder what I can learn from it.

If I remember correctly, Flinthook, as many roguelites, is heavy on the 🟢Adventure and 🔵Strategy dimensions on top of common Run'n'Gun mechanics on 🔴Action dimension.
I think the most attractive gameplay element in Flinthook is the 🟢Metaprogression which is all over the place. Since on each run we can build a new combination of perks, most of the game is about unlocking new perks and experimenting which one fits better our playstyle.
What about you? What are you going to play thin week and how is its gameplay?

This is the second iteration of our Weekly Loadout program. As our continued effort to help you design and build your dream game, we are offering weekly asset packs that you can use to build and improve your gameplay. This week, you can mix the following assets to create a jump'n'shoot gameplay:
To grab your Weekly Loadout use the link below. Only owners of the Ludonauts Gameplay Library can access the Weekly Loadout.
With these assets you will have seven game design patterns in your toolkit to build with jump'n'shoot gameplay:
🔴Precision Platformer for the snappy platformer movement
🔴Jump Cutoff to use as both a locomotion and an aiming mechanic
🔴Facing-Locked Shooting to give the player a shooting mechanism
🔴Instant Fire Attack so the player shoots the weapon without charging it
🔴Unrestricted Primary Fire to allow the player to shoot infinite bullets
🔵Depletable Health Pool to test the player's survival skills
🔴Environment Hazards to test the player's navigation skills
Don't forget to share your creations here on the community!
That said, thank you for your support. Ludonaut tapping out!
— Henrique Campos
Hi, zkmark.
You can bring the Weapon2D (and its dependencies) to the Input-Aligned Movement project and add it to the Player scene.
Use a RemoteTransform2D as a child of the CharacterBody2D pointing to the Weapon2D.
You can essentially mirror the same structure from the Player scene in the Ability Loadout Switching project, but using the InputAlignedCharacterBody2D instead.
I will write down a tutorial for you this week and will come back here with the link. Stay tuned.
Hello, good morning!
Let me see if I can clarify the whole workflow. By the way, thank you for raising up these questions. I'll certainly add them to the FAQ to ensure other customers also find the answers.
The cookbook in itself is an HTML page built with and hosted on Notion. When you purchase the book here on itch.io or on Ko-fi, you are redirected to the this page.
Using these checkout platforms (itch.io and Ko-fi), you claim the product, bonding it to your account.
Here on itch,io, you can access this link to see all the products you own on the platform:

Once you open this page, you'll see all the products associated with your account on itch.io. Look for the Godot Platformer Essentials Cookbook and click on Download. You'll be redirected to the cookbook's page on Notion.
From there, I suggest you to bookmark the page, so you don't have to do this process again.
Hi, Ayampixel.
We use Notion to distribute the book's content. This means it is an HTML page hosted on Notion servers using our custom domain.
You can always access the page here on itch.io again, after purchasing you get an unique download page bond to your itch.io user, from which you can access the content again.
I recommend you to either duplicate it to your own Notion account, this will make it so it is always available for you and you will be able to edit it however you like (highlighting, adding comments, and even uploading your project files).
An alternative is to simply bookmark the page to your browser so you can access it later.




































Thanks!!




